It is really not a game: An integrative review of gamification for service research

R Ciuchita, J Heller, S Köcher… - Journal of Service …, 2023 - journals.sagepub.com
Gamification has attracted considerable practitioner attention and has become a viable tactic
for influencing behavior, boosting innovation, and improving marketing outcomes across …

In defence of a magic circle: the social, mental and cultural boundaries of play

J Stenros - Transactions of the digital games research association, 2014 - todigra.org
This article reviews the history of the concept of the magic circle, its criticism and the
numerous other metaphors that have been used to capture the zone of play or the border …

A framework for gamification in the metaverse era: How designers envision gameful experience

NJ Thomas, R Baral, OS Crocco, S Mohanan - … Forecasting and Social …, 2023 - Elsevier
Gamification uses principles extracted from games to elicit a unique game-like experience
for users in various settings, including learning, healthcare, and business. The 'gameful …

The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream

J Paavilainen, H Korhonen, K Alha, J Stenros… - Proceedings of the …, 2017 - dl.acm.org
Pokémon GO is a location-based augmented reality mobile game based on the Pokémon
franchise. After the game was launched globally in July 2016, it quickly became the most …

Uses and gratifications of pokémon go: why do people play mobile location-based augmented reality games?

J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
In recent years, augmented reality games (ARGs) such as Pokémon Go have become
increasingly popular. These games not only afford a novel gaming experience but also have …

From game design elements to gamefulness: defining" gamification"

S Deterding, D Dixon, R Khaled, L Nacke - Proceedings of the 15th …, 2011 - dl.acm.org
Recent years have seen a rapid proliferation of mass-market consumer software that takes
inspiration from video games. Usually summarized as" gamification", this trend connects to a …

[책][B] Immersive theatres: Intimacy and immediacy in contemporary performance

J Machon - 2017 - books.google.com
This comprehensive text is the first survey to explore the theory, history and practice of
immersive theatre. Charting the rise of the immersive theatre phenomenon, Josephine …

[책][B] Mobile interface theory: Embodied space and locative media

J Farman - 2020 - taylorfrancis.com
In this updated second edition, Jason Farman offers a groundbreaking look at how location-
aware mobile technologies are radically shifting our sense of identity, community, and place …

[책][B] The new digital storytelling: Creating narratives with new media--revised and updated edition

B Alexander - 2017 - books.google.com
Newly revised and updated, this is the essential guide to state-of-the-art digital storytelling
for audiences, creators, and teachers. Written for everyone interested in the communication …

The geography of Pokémon GO: beneficial and problematic effects on places and movement

A Colley, J Thebault-Spieker, AY Lin… - Proceedings of the …, 2017 - dl.acm.org
The widespread popularity of Pokémon GO presents the first opportunity to observe the
geographic effects of location-based gaming at scale. This paper reports the results of a …